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What’s So Great About Medieval Europe?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7979566" data-attributes="member: 6704184"><p>I really want an ancient world DnD setting. Give me city states inspired by what we know of Ur, inspired by the OG Tiamat lore and by Gilgamesh and by early Semetic mythology. </p><p>I want; </p><ul> <li data-xf-list-type="ul">rules for improving the life of your people and gaining benefits from that </li> <li data-xf-list-type="ul">for gaining access to new technologies (mostly magical, but some just plain old metallurgical advancement is also welcome)</li> <li data-xf-list-type="ul">better rules for developing new (ie crafting) magic items, but an expectation that you won't ever find magic items in old ruins (with very rare exceptions, for maybe fewer than 5 locations in the entire setting that are analogous to something like the Sphynx in Egypt, where it was ancient to the ancients)</li> <li data-xf-list-type="ul">optional variant rules for spellcasting, where you learn fewer spells and have to develop spells during downtime or through dangerous experimentation, and first learn them as rituals you can perform during a rest or something, and then release, but eventually gain them as per the phb. Something to make it feel like you are inventing the magic that later generations will take for granted.</li> <li data-xf-list-type="ul">a sense of discovery. maybe large swaths of the setting are undefined, and the expectation is that you'll use the rules in the new book to build the setting out via play, and each ancient world game will be different from any other.</li> <li data-xf-list-type="ul">Optional rules for making one campaign impact the next/playing a legacy campaign where the heroes of the last campaign have change the world, and you play in that changed world, with direct player input on what the aftermath of thier PC's actions are in the world. (ie, the order of holy warriors I founded with my sister has become more esoteric with time, and is the military backbone of the city of Kuro, and as a result the city itself has become a haven for esotericists and philosophers)</li> </ul></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7979566, member: 6704184"] I really want an ancient world DnD setting. Give me city states inspired by what we know of Ur, inspired by the OG Tiamat lore and by Gilgamesh and by early Semetic mythology. I want; [LIST] [*]rules for improving the life of your people and gaining benefits from that [*]for gaining access to new technologies (mostly magical, but some just plain old metallurgical advancement is also welcome) [*]better rules for developing new (ie crafting) magic items, but an expectation that you won't ever find magic items in old ruins (with very rare exceptions, for maybe fewer than 5 locations in the entire setting that are analogous to something like the Sphynx in Egypt, where it was ancient to the ancients) [*]optional variant rules for spellcasting, where you learn fewer spells and have to develop spells during downtime or through dangerous experimentation, and first learn them as rituals you can perform during a rest or something, and then release, but eventually gain them as per the phb. Something to make it feel like you are inventing the magic that later generations will take for granted. [*]a sense of discovery. maybe large swaths of the setting are undefined, and the expectation is that you'll use the rules in the new book to build the setting out via play, and each ancient world game will be different from any other. [*]Optional rules for making one campaign impact the next/playing a legacy campaign where the heroes of the last campaign have change the world, and you play in that changed world, with direct player input on what the aftermath of thier PC's actions are in the world. (ie, the order of holy warriors I founded with my sister has become more esoteric with time, and is the military backbone of the city of Kuro, and as a result the city itself has become a haven for esotericists and philosophers) [/LIST] [/QUOTE]
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